GENERAL
Coaching Dice (blue) can be added to your team’s dice test before rolled. Dice removed after used. p28 Models - may not enter hex with another model. p14 •Front Arc - anything in front half of standing model. p11 SETUP p29 •Give each player Fan Support Card (Visitor or Home) •Threat Hexes - 3 hexes in front of standing model. p11 •Shuffle cards and place face down with event (?) counter near. Subs’ Bench - store extra players. players block if in entrance hex. p15 •Deal starting cards. May discard any / all for replacements. Sin Bin - injured/fouling players stored for # of turns out of play. p15 •Place Score counter at 0, Rush at 1 and Referee on checkered hex. Selecting a Random Player - Identify eligible players & draw card. p49 •Coaches get 5 Team Action Tokens and Dice of their color •Use 1st matching player # on right. Mark w/(?) if needed.If Event, resolve •Home then Visitor team places 6 models anywhere on their half of board. Push Back - Winner moves player into 1 of 3 hexes away from pusher. p36 Remaining models in Subs’ Bench. •If all 3 hexes have models already, player does not move. •Ball launched onto pitch, Home team goes first. Event Cards - Stay active until another event (except Ball Shatters). p48 •If drawn as action, may play at any time (after current action). RUSH SEQUENCE p32 •If drawn for Fan Check, Ref Move, or Random Player, event after. Start of Rush - move rush marker (14 turns) & Launch ball if it's not in play Move / Pushed onto Ball - try pick up if standing & able or ball scatters p42 Launching the Ball - from Rushing coach’s left board side, roll die: p30 LEAGUE PLAY •On 1-5: place on DB hex that # of spaces from side. •On 6: ricochets off opposite wall (roll die) 1-3:to Rushing coach, 4-6:away Games - may play 1 for league points per round. Any # for XP / $. p52 •If ball hits player, works like hitting player in Scattering the Ball •Pick Opponents - lowest players on league table pick first. •If Rushing team fails Catch, Rush Ends. •League Table - by Ranking ($), Points (W/L), Strike Difference. p55 Take Actions - 5 team actions (track w/tokens) + special action cards p33 Underdog - $ for MVP/Free Agent, = difference in team rankings. p54 •Each player max: 2 team, 1 special, unlimited Free •After MVP auction, for every 10mc left, roll on Free Agent Table. 1=Human Jack 3=Human Striker 5=Forge Father Guard Rush Ends When - run out of team actions / cards or players. •Throw Strike or at opposing player or Keeper Punts 2=Human Guard 4=Veer-Myn Striker 6=Orx Guard •Drop the ball (fail pick up/catch or fall over with ball) •Free Agents - may take any/all rolled. No XP, roster limit applies. •Rush does not end if you catch scatter from any above action. Between Match Sequence p56 End of Rush - move your out of play(Sin Bin) players 1 step to Subs Bench 1. Man of the Match - Team (both on tie) w/ most Fans: random player who •Move Ref = # spaces <= # in upper left of a drawn card. May not end played and is alive gain 1 XP. No award if game was tie. p56 move in colored space or move onto ball. If Event, resolve. p49 2. Results - W:2pts, L/T:1pt. Score 7=W:3/L:0, Note Strike difference. p57 3. Player Advancement - Mark as occurs in game. p57-58 •Gain 1 XP - Scoring 3/4 strike, Injuring 3+ hits, Man of the Match. SCATTERING THE BALL p31 •Declare which direction is 1. Roll die for direction and distance. •Advance - spend XP = to next rank (player max 1 rank / game). •If ball hits standing player from front arc, must attempt Catch if able Player value +5mc / rank. (0 success Throw). If not able or fail, ball scatters. •Roll on Table - matching role or spend coach die for coach table. •Double on Catch allows free Run/Throw, even Non-Rushing team. •Table Maxed - choose another role table. •Knocked down players don’t block ball, but scatter if stops on top. •Invalid Result - choose another from same table. •Max Game Value - 3+ & max 1 gain per. (Strength, Speed, Skill) Hitting the Wall - Ball bounces off the wall at a 60 degree angle. p14 •If the ball hits the wall in one of the 6 hexes with 3 sides touching the •Abilities - may not have same Ability more than once. outside of the board, it bounces straight back. SCORING AND WINNING
Strike / Scoring - Throw Strike within strike zone hex to its strike hex. p13 •1 point for closest 2 zones, 3 points for farthest zone. p14 •Bonus +1 point if scores from farthest hex in zone. p14 •Adjust score track up or down. p16 Winning - If any player gets 7+ points, they win instantly. p16 •After 14 turns, highest score wins. If tie, go to Sudden Death. Sudden Death - Reset rush counter, first team to score wins. •No new players may come on field. •Team also wins if opponent has no Throwers. Draw if both have none. EXHIBITION MATCHES p50
•Agree on team budget. Starter team (100mc) + extra •Spend extra on MVPs bidding / advancements (5mc / table roll) •May also agree to spend money on extra players.
TEAM / MVP STATS p66-75
M Str Spd Skill Arm $ # Start with: 1 Coaching Coaching Dic , 2 Car ds ds Humans - Start Guard 5 4+ 4+ 4+ 4+ 10mc x2 Jack 5 4+ 4+ 4+ 4+ 8mc x3 Striker 5 4+ 4+ 4+ 5+ 10mc x3 Orx and Goblin Go blinss - Sta t with: 1 Coaching Coaching Di e, 1 C rd Guard 5 3+ 4+ 5+ 4+ 13mc x3 Jack 5 5+ 3+ 4+ 4+ 9mc x5 Veer-Myn - Star t with: Coac ing Dice, Dice, 1 Card Card Guard 6 4+ 3+ 5+ 4+ 12mc x2 Striker 6 4+ 3+ 5+ 5+ 11mc x6 Forge Fath rs - Start ith: 1 oaching oaching Dice, 1 Card Guard 4 3+ 5+ 4+ 4+ 13mc x3 Jack 4 3+ 5+ 4+ 4+ 9mc x3 Striker 4 3+ 5+ 4+ 5+ 9mc x2 MVPs p76-8
Notes
Or Orx Go Goblin
St S teady
Grizzled, Can’t Feel a Thing Mind Like Water, Jump
Buzzcut G 6
2+
4+
5+
4+
11mc
Number J 8 88
4+
2+
4+
4+
8 mc
John Doe G 4
3+
4+
5+
4+
8 mc
5
3+
3+
6+
4+
6
4+
3+
3+
4+
8 mc
5
5+
3+
4+
5+
A Safe Pair of 7mc OG Hands,Jump,Roll
5
3+
4+
4+
5+
8mc FF Gr G rizzled, Steady
7
3+
3+
4+
4+
10mc
Reek G Rolat Lucky J Logan Slippery S Joe Gorim S Ironstone Enforcer G
No Gotcha! OG Can’t Feel a 9 mc V hing H Really Lucky
Jump, Backflip
ABILITIES p62-65
A Safe Pair of Hands (S/J) +1 to Catch inaccurate pass (scattering ball or 0 success Throw) Back Flip (Any) Auto pass Stand Up action as if Doubled. Can’t Feel a Thing (Any) +1 success on Armour Checks. Does This Hurt? (J/G) Treat Stomp as a Slam for move/adjacent bonus. Still a Foul. STRIKER JACK GUARD COACH 1.Roll 1.Running Interference Interference 1.Can’t Feel a Thing 1.Lucky/Really Lucky Gotcha! (Any) Causes -2 Threat instead of -1. Failed Evades away from player don’t move. 2.Jump 2.Strength 2.Does This Hurt? 2.Can’t Feel a Thing Grizzled (Any) -1 for Slams against this player. 3.A Safe Pair of Hands 3.Speed 3.Keeper 3.Grizzled 4.Backflip 4.Skill 4.Steady 4.Backflip Jump (S/J) 2 hex move part of run/sprint (counts as 2 movement and no 5.Skill 5.Choose 5.Strength 5.Str., Speed, Skill Evade Check), 1st hex must have player. See Actions. 6.Choose 6.Choose Any S/J/G 6.Choose 6.Choose Keeper (G) Keeper (G) Role change to Keeper, type of Guard. Still Guard, unless specifically says otherwise. 3+ Armour. May Pick up Ball or Catch at -1. 4. Team Revenue - Roll 1d per league point earned + 1d per 10 team Punt action - place ball anywhere on field, ball scatters twice, Rush Ends. rankings lower than opponent before game. Add sum to cash. p59 •Dead Player - lose unspent & game XP. buy (base $+1d mc) or sell (5mc) Lucky (Any) Once per rush, player may re-roll one dice. Mind Like Water (Any) Water (Any) Always responds to Slams with Slamback (using •Buy New Players - Max 14 players, Each role max # = 2x starting #. Speed) and rolls same # dice as Slammer. •Buy Cards (10mc) & Dice (6mc) - Max 1 each / game. Max 7 each p61 Really Lucky (Any) Replaces Lucky. Lucky per action now. 5. Team Ranking - MVPs/Free Agents don’t count. p61 •Players(base $ +5mc / rank) + Cards(10mc) + Dice(6mc) + unspent cash Roll (S/J) If target of Stomp, treat normal Dodge as Double. Running Interference (J/G) May use once per match, see Actions. MVPs - auction available MVPs after next round games assigned. p60 Steady (J/G) Not knocked down by Slam. Still pushed/armor check •Minimum Bid - cost listed (minimum) or cost last round. Start bidding w/ last owner or random. If no bids, cost -2mc next round.
ACTIONS AND FOULS
Action
Role
Test
Modifiers +/- dice for modifiers + coaching dice?
Outcome / Notes (1) test need 1 success. DICE TESTS p2 6 #d: Roll # dice (x) test - need > opponent roll ↺ = Reaction (123) test - need 1 1st time, then 2 for next, etc. S = Str iker >=stat: success 6: roll extra die ignore acting player’s Double - 2x needed successes J = Ja k & target’s threat Opponent rolls 0 - need 1+ G = Guard Movement Actio s p34,41,42
Throw Action p38-39
RUN
SJG Move # hexes = ovement, turning freely. May Dash. Must Evade if move out of threat hex
SPRINT
Move # hexes = x Movement, straight forward. May turn 1 hex side per Movement point. SJG May Dash. Must vade if move out of thr at hex
Dash - move 1 extra hex, then test. Evade - after move out of enemy threat hex. -1 per threat (max -2) Jump - uses 2 move,1st hex player. No Evade p63 ↺ EVADE SJG 3d Speed (123) on hex moving from ↺ JUMP* +1 if Striker 0/1/2 - fall down in hex moved to. * Req. Ability If ball carrier - ball scatters and Rush Ends 1/2/3+ - success ↺ DASH
↺ PICK UP
BALL
SJ
3d Skill (1)
-1 per threat (max -2) 0 - ball scatters. -1 if Sprinted 1 - pick up ball, action ends. -1 if Keeper 2+ - Also free Run/Throw action. +1 if Striker
Target may Dodge (front/rear) or Slamback (front) J may move 1 G may Run
JG 3d Strength (x)
J may move 1 S may Run ↺ SLAMBACK ↺ DODGE
↺ ARMOUR
CHECK
-1 per threat (max -2) Draw - players turn to face each other +1 if moved adjacent Win - push back (may follow up), players face +1 if Guard each other if follow up, vacated hex if not Double - Also knock down & Armour Check. Target may Dodge (front/rear) or Slamback (front)
STEAL SJ
3d Speed (x)
-1 per threat (max -2) Draw - players turn to face each other +1 if Striker Win - ball scatters. Double - Stealing player takes ball.
JG
see Slam
SJG 3d Speed (x)
SJG 3d Armour
-1 per threat (max -2) Win - turn any way; enemy turns to face -1 if knocked down Double - Also free 1-hex move (even if down) +1 if Striker +1 if Guard
Xd Skill (1) SJ
Hits = Slam winner successes - loser successes Reduce Hits - by 1 per Armour success Out of Play - 1 turn per hit. 4+ hits: player killed. Fan Check - for injuring team if 3+ hits.
3d: 1-3 hex range -1 per threat (max -2) P ASS - target must be in front arc & able to Catch. 0 - Inaccurate Pass, attempt Catch 2d: 4-6 hex range -1 if moved 1d: 7-9 hex range -1 target is Strike hex 1 - Accurate Pass, attempt Catch
+1 if Striker
J may move 1 S may Run
STAND UP
SJG 3d Speed (1)
BUY CARD
Draw card, max draws per Rush = # of cards on team roster. No hand limit.
↺ FAN CHECK
Do After - a 3/4 point strike, Double on strike, injuring player for 3+ turns. Draw Card - place under fan support card, with fans (red dots) sticking out. If 3+ fans - turn ards face down and get a coaching die. If Event, resolve.
AT
Ball must come (via throw or scatter) from front arc -1 per threat (max -2) Rush Ends 0 - ball scatters from target. X=throwsuccesses -1 if Keeper +1 if Striker 1 - catch ball, action ends. X=0 on scatter 2+ - Also free Run/Throw action.
Xd Skill (1)
↺ CATCH
SJ
↺ DODGE
SJG 3d Speed (x)
-1 per threat (max -2) Draw / Win - Ball scatters from target. Rush Ends +1 if Striker Double - Also free 1-hex move & turn any way Fouls p4 4- 6
DISTRACT THE REF ↺ REMAIN
CALM
Draw / Win - Ref only on this player until Rush end Do Ref Check w/ -1d (no eye) - As Draw/Win, but no Ref Check. Double
SJG 3d 4+ test (x)
+1 if Guard
Ref 3d 4+ test (x)
-1 per threat (max -2) Win - do Ref Check against player from distracting team Double - player thrown out for rest of game
SUCKER PUNCH
JG Start a Slam acti n in the front arc of target, but Slam from the back.
STOMP
JG
Slam a knocked own player, but may no move. Target Dodges. Double - target makes Armour Check. Any other result - turn to face target.
STALL
SJG If player in opponent entrance hex, may all Foul on him after any actions by his team.
SNEAK
SJG
If team has > 6 pl ayers on field, may Call Foul after any actions by that team. Ref can be within 7 of any player on team. Random player out of play on Ref Check success
Other Action p40,48
-1 per threat (max -2) 1 - stand up and turn any way. +1 if Striker 2+ - Also free action (not Sprint)
PLAYER - target must be in front arc & Dodges if Thrower in front arc (vs. 0 if back). Win - push back, target faces vacated hex, ball scatters from vacated. Rush Ends Double - Also knock down and Armour Check.
A clear (no standing models), shortest path to target is required.
Rush Ends
Slam / Steal Acti ns p35-37
SLAM
THROW STRIKE PASS AT PLAYER
STRIKE - target must be in front arc. Rush Ends 0 - ball scatters from target. Rush Ends 1 - adjust score track. 2+ - (or score 3+ points) Also do Fan Check.
Actions Done on Oppo ent’s Turn p42-43
RUNNING J INTERFERENCE
Requires ability or card to use. Player running interference may not have the ball. During opponent’s Rush, may interrupt a y action (max 1 interrupt per action) & do a Slam. If Slam successful, action ends, otherwis target may resume action.
CALL FOUL
If called by opponent during/after foul and before next action, Ref Check done after action.
↺ REF CHECK
1d 1-3
+1 if Ref <= 7 spaces
Sum all dice < 4; player out of play # turns = sum. 4+ sum: out for game.